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Scenario Encounter
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Trait Keyword Victory
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Player Encounter Quest
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Results: 1001 - 1050 of 1117 Cards
The Weather Hills Nightmare (x3)
3
4
Arnor. Ruins.

While Ruined Watch-tower is in the staging area, it gains:"Forced: When an Orc enemy is revealed, each player must deal 1 damage to a character he controls.

While Ruined Watch-tower is the active location, each enemy gets +3Defense

Deadmen's Dike Nightmare (x3)
Sorcery.

Surge.

When Revealed: Attach to a hero and exhaust that hero. (Counts as a Condition attachment with the text:"Forced: When attached hero would ready, it does not ready unless attached hero's controller discard a card from the top of his deck.")

Deadmen's Dike Nightmare (x1)
8

Battling the dead drains your spirit as well as your body.

Surge.

When Revealed: Each player placed the top 8 cards fo his deck facedown under this quest.

Forced: When this quest is defeated, shuffle each card under this quest into its owner's deck.

The Wastes of Eriador Nightmare (x5)
45 3 2 1 3 2 
Creature. Warg.

While it is Night Pack Hunters gets -30 engagement cost.

Forced: When you engage Pack Hunters, search the top 5 cards of the encounter deck for a Warg enemy, and put it into play engaged with you (top 10 cards instead if it is Night). Shuffle the encounter deck.

The Wastes of Eriador Nightmare (x1)
8
2 

Surge.

Forced: At the end of the round, remove X progress from the main quest, where X is the number of Warg enemies in play.

Response: When this quest is defeated, discard a non-unique Warg enemy in the staging area.

Escape from Mount Gram Nightmare (x1)
45 4 5 5 14 2 
Goblin. Orc.

Forced: After Jailor Gorn kh enters playt each player searches his captured deck for each hero and captures thme underneath Jailor Gorn kh.

Forced: After a player rescues any number of cards, Jailor Gorn kh attacks that player.

Escape from Mount Gram Nightmare (x2)
0
X
5 
Underground.

Capture 1. Surge.

X is twice the number of cards captured underneath Torture Chamber.

Forced: At the end of the combat phase, if Torture Chamber is in the staging area, deal 1 damage to each exhausted character.

Escape from Mount Gram Nightmare (x1)
9
2 

Surge. Capture 3.

Forced: After a card is captured by another card effect, capture a random cards from each player's hand underneath Raid Golfimbul's Vault.

Forced: When the captured cards underneath Golfimbul's Vault are rescued, put each rescued Item card into its owner's hand and discard the rest.

Escape from Mount Gram Nightmare (x3)
35 3 4 3 5 5 
Orc.

Forced: When Orc of Thaurdir attacks you, either discard the top 2 cards of your captured deck, or deal Orc of Thaurdir 2 additional shadow cards.

Shadow: For each damage dealt by this attack, discard the top card of your captured deck.

Across the Ettenmoors Nightmare (x2)
38 3 4 3 5 1 
Creature.

As an additional cost to travel to a safe location, one player must engaged Hoarwell River Serpent.

Forced: When you engage Hoarwell River Serpent, deal 1 damage to each damaged character you control.

Across the Ettenmoors Nightmare (x1)
7
6 

Caught in a dense fog, you suddenly find yourself separated from your companions.

Surge. Players cannot draw cards by card effects.

Forced: When this stage is defeated, each player draws 1 card.

Across the Ettenmoors Nightmare (x1)
15

When Revealed: Each player places the lowest-threat-cost hero he controls facedown underneath Rescue from the Trolls, out of play.

Response: After a Troll enemy is destroyed, place 3 progress on Rescue from the Trolls.

Forced: When Rescue from the Trolls is defeated, each player takes control of each of his heroes underneath it.

The Treachery of Rhudaur Nightmare (x2)
16 2 2 1 6 2 
Undead.

Forced: When Thaurdir's Hunter attacks, either remove 1 time counter from the main quest, or treat this attack as undefended.

Shadow: If this attack is undefended, either remove 1 time counter or 5 progress from a quest.

The Treachery of Rhudaur Nightmare (x2)
1
6
9 
Ruins.

Forgotten Courtyard gets +1 Threat for each resource on it.

Forced: After an Undead enemy enters play, place 1 resource on Forgotten Courtyard.

The Treachery of Rhudaur Nightmare (x2)
5
4
5 
Ruins.

While Charred Ruins is the active location, it gains:"Forced: After a player's threat is increased by an encounter card effect, that player must deal 2 damage to a character he controls."

The Battle of Carn Dûm Nightmare (x3)
30 2 3 2 4 2 
Orc. Undead.

Forced: After Orc Wight enters play, deal it 2 shadow cards.

Shadow: If attacking enemy has at least 1 other shadow card currently dealt to it, return it to the staging area after this attack.

The Battle of Carn Dûm Nightmare (x2)
45 2 5 4 6 1 
Orc.

Forced: If there are 3 shadow cards dealt to Thaurdir's Elite discard all shadow cards dealt to it and each player must discard an ally he controls.

Shadow: Either raise your threat by 4, or discard an ally you control.

The Battle of Carn Dûm Nightmare (x2)
5
2
5 
Carn Dûm.

Forced: After Gates of Carn D–m is explored, deal it as a shadow card to the enemy in the staging area with the lowest engagement cost.

Shadow: Attacking enemy gets +1 Attack and cannot take damage this round.

The Battle of Carn Dûm Nightmare (x1)
2 

When Revealed: Attach to Thaurdir. (Counts as a Mount attachment with the text: "Black Mare remains attached even if Thaurdir flips. Thaurdir gets +3 hit points.Forced: After Thaurdir is flipped, raise each player's threat by 1.")

Shadow: Attach Black Mare to Thaurdir.

The Battle of Carn Dûm Nightmare (x1)
6
5 

Orcs close in on all sides. If you do not hold them back, your forces will not survive long.

Siege.

Forced: At the end of the combat phase, assign X damage among characters in play, where X is the total number of shadow cards dealt to enemies in the staging area.

The Dread Realm Nightmare (x2)
36 4 2 4 10 2 
Undead.

While you are engaged with Silent Guardian it gains:"Forced: The first time you play an event card each round, instead of discarding that card after playing it, reanimate it."

The Dread Realm Nightmare (x3)
28 2 X 3 3 1 
Sorcerer.

Forced: When Necromancer of Carn D–m would attack you, instead reanimate the top card of your deck and deal it each of the Necromancer of Carn D–m's shadow cards.

The Dread Realm Nightmare (x1)
8
5 

Daechanar is powerful in the art of necromancy. His army will not rest until you join them in death.

Time 5. Forced: When the last time counter is removed from this quest, reanimated each card in each player's discard pile. Then, remove The Witch-king's Gift from the game.

When this quest is defeated, place it in the encounter discard pile.

Voyage Across Belegaer Nightmare (x3)
16 3 3 4 3 5 
Corsair.

Forced: When the engaged player exhausts a Ship objective. Brash Corsair makes an immediate attack.

Voyage Across Belegaer Nightmare (x2)
40 3 7 3 8 1 
Corsair. Ship.

Boarding 1. Cannot have attachments.

Forced: At the end of the encounter phase, if Sahír's Pursuer is in the staging area, the first player must either engage it or shift your heading off-course.

Voyage Across Belegaer Nightmare (x2)
4 
Weather.

Surge.

*Forced: After Raging Squall is discarded from the encounter deck duirng a Sailing test, deal 1 damage to each character committed to that test.

?*

The Fate of Númenor Nightmare (x1)
Side
A
5
8
Ruins.

While Shrine to Morgoth is the active location, players cannot draw cards or search their decks.

Forced: After Shrine to Morgoth is flipped over while active, exhaust each ally in play with printed cost 2 or less. Then, each player must search the encounter deck and discard pile for an Undead enemy and put it into play engaged with him. Shuffle the encounter deck.

Side
B
-
-

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

The Fate of Númenor Nightmare (x2)
Side
A
2
2
Ruins.

Forced: After Drowned Graves is flipped to this side while active, discard the top X cards of the encounter deck. Each player adds an Undead enemy discarded from this effect to the staging area. X is 2 more than the number of players in the game.

...their years lessened as their fear of death grew, and their joy departed. -The Return of the King

Side
B
2
-

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

The Fate of Númenor Nightmare (x2)
Side
A
4
4
Forest.

While Lush Jungle is in the staging area, characters get -1Attack and lose ranged.

Forced: After Lush Jungle is flipped over while active, return it to the staging area unless each player exhausts each ready hero he controls.

Side
B
2
-

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

The Fate of Númenor Nightmare (x2)
Side
A
5
5
Ruins.

Each Undead enemy gets +1 Threat and +1 Attack

Forced: After Desecrated Grounds is flipped over while active, deal 1 damage to each exhausted character.

Side
B
2
-

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

The Fate of Númenor Nightmare (x2)
Side
A
6
4
Ruins.

Each Undead enemy gains "immune to player card effects."

Forced: After Forsaken City is flipped over while active, each engaged Undead enemy makes an immediate attack.

Side
B
2
-

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

The Fate of Númenor Nightmare (x2)
41 4 6 4 10 9 
Undead.

Forced: After attackers are declared during an attack against Guardian of the Golden King, look at the bottom card of the first player's deck. Choose and remove characters from the attack until only X or fewer characters are attacking, where X is the looked-at-card's printed cost (those characters do not ready).

Raid on the Grey Havens Nightmare (x3)
16 3 2 3 3 1 
Corsair. Raider.

Durin the combat phase, Corsair Pillager makes 1 additional attack for each resource token on it.

Forced: After the players travel to an Aflame location, place 1 resource on Corsair Pillager for each damage on that location.

Raid on the Grey Havens Nightmare (x3)
44 2 2 2 4 5 
Corsair. Raider.

Corsair Pyromaniac gets +1 Threat +1 Attack and +1 Defense for each resource token on it.

Forced: After a card is placed underneath The Havens Burn, place 1 resource on Corsair Pyromaniac.

Raid on the Grey Havens Nightmare (x1)
3
7
9 
Grey Havens. Ship.

Aflame 10. Immune to player card effects.

Forced: After the first player plays an ally from his hand, deal 1 damage to the N relenya.

Raid on the Grey Havens Nightmare (x1)
3
6
1 
Gondor. Ship.

Aflame 8. Immune to player card effects.

Forced: After the first player draws and number of cards, deal 1 damage to the Dawn Star.

Raid on the Grey Havens Nightmare (x1)
2
5
5 
Gondor. Ship.

Aflame 6. Immune to player card effects.

Forced: After the first player attacks and enemy, deal 1 damage to the Silver Wing.

Raid on the Grey Havens Nightmare (x2)
2
6
9 
Grey Havens.

Aflame 5.

While Burning Tower is in the staging area, damage cannot be healed.

Forced: After damage is placed on Burning Tower, choose X characters, where X is the amount of damage on Burning Tower. Deal 1 damage to each chosen character.

Flight of the Stormcaller Nightmare (x1)
34 5 8 5 14 5 
Corsair. Ship.

Boarding 2. Cannot have attachments.

*Forced: After this Sailing test ends, if you are off-course (Cloudy, Rainy, or Stormy), put the Venom's Bite into play in the staging area. If you are on-course (Sunny), put it into play in the Stormcaller's area instead.

?*

Flight of the Stormcaller Nightmare (x3)
2
6
1 
Coastland. Ocean.

When Revealed: If your heading is off-course (Cloudy, Rainy, or Stormy), make Sharp Jetties the active location, returning any currently active location to the staging area.

Forced: When any amount of progress is placed on Sharp Jetties, either remove an equal amount of progress from the current quest, or deal an equal amount of damage to each Ship objective.

The Thing in the Depths Nightmare (x3)
3
3
1 
Ship. Deck.

While Aft Cabin is in the staging area, each enemy grappled with each Deck location adds 3Threat instead of 2Threat

Forced: After an enemy is detached from Aft Cabin, that enemy gets +3Defense until the end of the round.

The Thing in the Depths Nightmare (x3)
36 3 3 1 3 1 
Corsair. Raider.

Corsair Duelist enters play with 2 resources on it.

Forced: When Corsair Duelist would be defeated, remove 1 resource and all damage from it instead.

Shadow: Attacking enemy gets +1 Attack for each resource on it.

The Thing in the Depths Nightmare (x3)
0 0 4 1 5 9 
Creature. Tentacle.

Surge. Grapple (most enemies grappled).

Forced: After Slitering Arm engages a player, it makes an immediate attack against that player.

The Thing in the Depths Nightmare (x3)
27 2 6 1 7 1 
Creature. Tentacle.

Grapple (fewest enemies grappled).

Forced: After Crashing Arm is detaced from a location, deal it 3 shadow cards.

Shadow: Attacking enemy makes an additional attack after this one.

Temple of the Deceived Nightmare (x2)
Side
A
4
6
Ruins.

Forced: When Desecrated Ruins is flipped over while active, remove all resources from each hero and objective-ally.

Tar–Palantir attempted to ammend the evil: but it was too late, and there was rebellion and strife in Númenor
–The Return of the King

Side
B
3
-

Uncharted. Cannot have player card attachments.

Forced: After Edge of the Temple becomes the active location, flip it over.

Action: Remove 8 progress from Edge of the Temple to look at its facedown side.

Temple of the Deceived Nightmare (x2)
Side
A
3
4
Ruins.

Forced: When Cursed Temple is flipped over while active, discard 3 cards at random from each player's hand.

While Cursed Temple is the active location, each player cannot draw cards by card effects.

Side
B
3
-

Uncharted.

Cannot have player card attachments.

Forced: After Edge of the Temple becomes the active location, flip it over.

Action: Remove 8 progress from Edge of the Temple to look at its facedown side.

Temple of the Deceived Nightmare (x2)
23 4 4 4 6 1 
Undead.

Forced: After King's Knight attacks, if no damage was dealt by its attack, return it to the staging area.

Shadow: If no damage is dealt by this attack, return attacking enemy to the staging area after this attack.

Temple of the Deceived Nightmare (x3)
9 

When Revealed: Attach to the active location. (Counts as a Condition attachment with the text:"Forced: After you travel from attached location to the right, deal 2 damage to each exhausted character.")

Shadow: Attacking enemy makes an additional attack after this one.

The Drowned Ruins Nightmare (x2)
2
3
1 
Underground. Grotto.

Forced: When faced with the option to travel, if you do not choose to travel to a location name Sharp Precipice, you must raise each player's threat by 3.

Forced: After you travel to Sharp Precipice, flip it to its Underwater side.

The Drowned Ruins Nightmare (x2)
6
8
5 
Underground. Underwater.

While Jagged Cavern is the active location, the first treachery card revealed each round gains doomed 1 and surge.

Forced: If Jagged Cavern is the active location at the end of the quest phase, each player must discard each card in his or her hand. Then, you may flip Jagged Cavern to its Grotto side.